Update on Overleaf.
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4 changed files with 41 additions and 19 deletions
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\subsection{Why differentiable rendering is hard}
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\begin{frame}{Why differentiable rendering is hard}
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\begin{itemize}
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\item Rendering integral contains the geometry term that is not differentiable
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\item The gradiant of the visibility can lead to dirac delta terms which have 0 probability of being sampled correctly [\cite{ACM:diracdelta},\cite{ACM:diffable_raytracing}]
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\item Differentiation with respect to certain scene parameters possible but we need to differentiate with respect to any scene parameter
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\item Geometry term
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\item Causes dirac delta terms\\
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$\implies$ Have 0 probability of being sampled correctly [\cite{ACM:diracdelta},\cite{ACM:diffable_raytracing}]
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%\item Differentiation with respect to certain scene parameters possible but we need to differentiate with respect to any scene parameter
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\item Need to differentiate with respect to any scene parameter
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\end{itemize}
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\end{frame}
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\begin{frame}{primary occlusion}
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@ -26,8 +28,8 @@
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\begin{itemize}
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\item OpenDR [\cite{DBLP:OpenDR}]
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\item Neural 3D Mesh Renderer [\cite{DBLP:Neural3DKatoetal}]
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\item Both rasterization based (first render the image using rasterization, then approximate the gradients using the resulting color buffer)
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\item Focused on speed rather than precision
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\item Both rasterization based %(first render the image using rasterization, then approximate the gradients using the resulting color buffer)
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\item Focused on speed $\rightarrow$ impercise
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\end{itemize}
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\end{block}
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\end{frame}
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